dq11 tyriant

You will want to focus on them with any single-target attacks so a final all-enemies attack can take them all out together. A priest on the east side of The Field of Discipline will Save your game for you.

Ahead is a glowing symbol and beside it a statue where you can recover HP/MP and Save your game. It also has a daft dance that can make you lose turns to uncontrollable laughter.

The glowing symbol here will take you to the next area of the Trial. You will be rewarded for emerging victorious and there are additional rewards for claiming victory within a certain number of moves. It may hold the Eye of the Dragon aloft to protect itself against physical attacks.

Press J to jump to the feed. You don't have to tackle them right away, you can wait until you are stronger. Go back to the four-way intersection and turn west. Vicious Gold-Plated Puppet can use desperate attacks. You also want the Wyrmfang Greatsword as he's a dragon-type boss. If you buff the party, the boss will remove the buffs, so this will end up being a straight damage-dealing fight. Which, by the way, he will be doing a lot because it's very rare that he uses a normal attack. Veronica can cast Oomphle on Hero and Sap on Blind Hatred. Pep Power: Hellshock - both Tyriants combine to use an ability that deals ~130 damage to both party members. Stark Raven can cast. Its normal attacks can knock you down and make you lose turns. To use the fewest moves, you will need to employ abilities and spells that target all enemies at once. Vicious Token Taker can spin its slots and hit you with C-C-Cold Breath or a rain that sets up HP regeneration on the party. He'll also be healing you quite regularly and also make sure you don't run out of MP as well. I highly recommend stopping here and playing the roulette table in the middle for the jackpot reward. Complete post-game events up to those at Havens Above, View subsequent events at Havens Above and The Tower of Lost Time, Brollympian is a rarely found accompanying a Mallicious Brollygagger. Instead, return to the intersection and head east. It's super annoying.

Hero needs to use Unbridled blade on every single turn while Jade uses Multithrust on every turn. The west Seedling leads to The Disciple's Trial, the only one available now. Vicious Octopot has a seriously weird dance to drain your MP and it can call for backup. It can cast Maelstrom to deal 150 HP of wind-elemental damage to affected party members. To undertake the Disciple's Trial, enter the Temple of Tranquility at Trial Isle and touch the western Seedling. Vicious Liege Lizard can exhale a blistering ball of fire or it can shout to shock the party into inaction. I was fairly levelled when I fought him though as I had to grind alot to get past Dora in Grey. It spends a turn you could be using to attack, but the damage on the second turn makes up for it. Vicious Flamethrower can throw a burning ball at a target or belch Blistering Flames for damage to all. Dark Gryphon exhales Black Breath to damage the party. It can also summon pillars of water to damage the entire party. You may also get the urge to cast Fizzle on him to seal his spells. He deals a lot damage and will keep doing so with three turns and defense down. Now you can forge the Hypernova Sword, Dynamo Dagger, Galaxarang, Aurora Staff, Split-Pot Poker, Über Gringham Whip, Xenlon Claws and Galaxy Axe. When you are ready, speak to Drustan again. Puff-Puff - attempts to induce turn loss on a single target. Malicious Deadnaut uses a disarmingly dull dance to reduce the party's Attack.

Dark Sabrecub may appear in larger groups than other monsters and it can slash with its claws to strike a party member twice.

Heal up and Save your game at the Statue, if you want, and step on the symbol to warp to Trial Isle.

Return to the intersection, but don't go north yet. A move is any action taken by a member of your battle party.

You absolutely want the damage reduction to survive Co-Zammle/Hellshock since you're the only active party member in this fight. Defeat it and use its mount to flap up to the ledges near the cave entrance.

Its normal attack causes 200 HP damage and it may bring its weapon crashing down on one target for 250 HP damage. He also needs to be first (far left) in the lineup so that he's attacked the most often to mitigate Tatsunaga's damage. Head to the ruins west of the Warrior's Rest Inn and take the west stairs down. Its normal attack causes 200 HP damage and it may bring its weapon crashing down on one target for 250 HP damage. Preparation: Nothing to be done from an equipment perspective here outside of +3ing all your stuff as applicable. Super annoying, because you can't cast anything during that time, meaning Rab is pretty blegh during that period. Keep it up at all times. Fireball Barrage - shoots three balls of fire at a single target that deals ~60 fire damage each (~180 fire damage total. Vicious Penny Pincher can spread the smell of gold around to mesmerise the party or drain the party's MP. Otherwise, he'll just be laying he hurt constantly. Reaching level 70 before attempting the Trial can mean the difference between success and utter defeat. On Level 4, head east and then north to a "T" intersection. Pandora's Big Bad Box has considerably more HP than the backup opponents, and Clockwyrm has more than the others. There is no glowing symbol to cross the east gap, so head north, through the round central room, and exit north.

Pass through Drustan's Labyrinth and enter Trial Isle. SitemapAdvertisePartnershipsCareersPrivacy PolicyAd ChoiceTerms of UseReport Ad, CA Privacy/Info We CollectCA Do Not Sell My Info. Vicious Great Dragon can grab a character for heavy damage or bite with its fangs to strike a target twice. Some monsters here have Mini Medals as a Common Item Drop! Leave the round room on Level 1 by the east door. Weapon Crash - deals ~65 damage to a single target.

Go back southeast, past the glowing symbol and across a stream, and steer north to reach a dead end to the east. Falcon Slash, Cutting Edge/Unbridled Blade. Make your way south, through the narrow pass, to reach the large open area. Vicious Bobonga can spew Blazing Fire. At the intersection, turn south into a room with a Treasure Chest containing a Hell Sabre. Walkthrough - Showdown with the Lord of Shadows, Toady can sing songs to increase all enemies' defence and attack. Another Watcher serves as the bank and the one on the east side of the entrance has an Item Shop. It can cast, Vicious Golden Girl can mesmerise a party member with her normal attack or skewer one with her hair. The former you need to pick up, the latter he gets at 37, so make sure he's at least that level. The Lava Lampling can call a Slick Slime as backup, and the Slick Slime may call another Lava Lampling. You will have Hendrik as an active party member here from now on. Simply keep yourself healed at all times and use Quadraslash whenever you can on Rab. If you fall through the east section, you will end up in the central room on Level 1. Swift Stab - deals ~130 damage to a single target and attempts to induce turn loss. Strategy: The first thing you want to do here is conserve your resources.

Vicious Silhouette exhales C-C-Cold Breath or spews jet-black fog to reduce the party's Magical Might. Use the now-unsealed north door to reach a room with three Treasure Chests. Vicious Metal Dragon stamps the ground for damage to everyone. He's vulnerable to both paralysis and sleep. Approach the statue of Morcant in the center to prompt a scene.

There is an Accolade, but no Trophy, for making all five wishes.

This means you have to have enough resources and prepare for both fights at once.

It can call for backup, too.

Rake 'n Break - deals ~400 damage to a single target and removes buffs (should they survive). When it readies its blade, it will strike random party members with 7 hits of 150 HP damage each. First off, be sure to have Greatsword Guard/Sword Stance up at all times, unless you need to critically heal. Heal as needed. Vicious Boss Troll may use a desperate attack, or it may become mesmerised, fall down or just lick its weapon. War Cry - shouts at your entire party, dealing ~110 damage and attempting to induce turn loss. When you defeat the huge Treasure Chest, open the normal Treasure Chest that remains to find a bottle of Pep Pop, a Usable Item that will Pep Up everyone in the battle party. Return to the north and enter the building.

This is imperative because afterwards, he will spend every single turn using Hustle Dance. It has a double slice attack that causes 300 HP damage to a party member and it can cast Kazammle for 200 HP of dark-elemental damage to one target. Charges Up - a warning that lets the player know that Rab will be using Pearly Gates on the next turn, signaling the player to use Defend, Pearly Gates - deals ~150 wind elemental damage, Summon Dopplegangers - summons two dopplegangers that assist Rab, Spell: Crackle - casts Crackle on hero for ~60 ice damage.

Orb - uses the orb to create a doppleganger of himself (Tyriant's Shadow) which has all the same moves and enables the use of their pep powers. Strategy: This fight is annoyingly difficult and really easy to lose.

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